Balance Patch Proposal

After thinking a lot about a new patch, i’m here again to show you my new Balance Patch Proposal :

Terran

Thor : Explosive Payload AoE radius increase from 0.5 to 0.6.
Cyclone : Terran can now make Cyclone on reactor.

Ghost : Can now use stimpack
I don’t think this change will be OP. And it’s can help a bit Terran to micro a little less and allow ghost to dodge disruptor shot.

And maybe slightly buff mules or decrease slightly cost of Scan.

Zerg

Broodlord leash range increase from 9 to 10.
Ultralisk : Armor provided by Chitinous Plating increase from 2 to 3.

Banelings damage are reverted from 18 (+17 vs light) to 20 (+15 vs light)
Rework Microbial Shroud
Evolve Centrifugal Hooks doesn’t give anymore +5HP to Banelings.
Or instead split +5HP and move speed buff from Centrifugal Hooks in 2 differents upgrades can be a good thing !

Protoss

Battery Overcharge cost is increase from 50 energy to 75 energy.

(I don’t have lot of idea for protoss but they should maybe get a little up for their late game against Zerg, but this shouldn’t affect TvP).

2 Likes

Good changes, except buffing ultra back to 8 armor. What the hell are you smoking? Yet it is already fast as stimmed and conclusive shells don’t even slow that down!!!

I would make ultras smaller, so they are less clunky and cost 2-3 supply. And adjust stats on them… But you can kill them using marauders! And i would revert ghost how it was in HOTS!!!

Also instead of Terran changes you proposed i would rather reverted MULE and supply depot nerf! Than i would want to nerf thor probably, but than i would want to nerf sh, but than i would want to nerf ruptor. So i would revert everything to hots honestly and just fix sh,raven,viper, tempest etc… LOTV is honestly broken from 75% or something…

And also worker start to 8-9 and add more minerals per patches!

And mapwise, more macro maps and more balanced map pool. That’s actually big deal, maybe even bigger than bane 5+hp.

A whineterran is attacked by another whineterran because not enough whineterran.
It’s amazing to see such a spectacle.
:rofl: :rofl: :rofl:

Terran logic: a buff can be good and little in the same time.
God help us from a good big buff…
If a buff is good it can’t be little in the same time.
Whineterrans are masters of word manipulation but they fall flat on their faces when somebody calls-out their BS.

3 Likes

I like the title: this whiner does not call his BS “Terran buff proposal” but …“Balance Patch Proposal”, as if he is so concerned for balance…
Hilarious.

He had 9 armor in the paste.

Can be another tweak yes.

You are true, these change can be good change instead of mine.

What ? Ultras never had 9 armor… Oh they did, dafuq? I thought it was 8 always, that’s crazy…

Reason i said that, because game was already balanced and i think there is no reason to tweak new things in many cases, but just revert would do a lot!

Oh yeah true, my bad.

Hard against the Cyclone buff there.

Right now terran with one factory 2 base push don’t even need to make a techlab sidestab anymore to make mines invisible.
Invisibility is way sooner on the field and way easier to get to cause of the armoury mechanic right now.

This is already a huge timing buff for reactor factory play with mines included, strengthening it even more in an blink of an eye after the minechange seems way too much impact for me.

Don’t have a big mind on the zerg notes.
Upping broodlordrange again seems to be a big mistake for me.

Toss in my opinion needs some general rework of a core unit to make it less fragile in early game and better scalable in lategame comps.
Then shield battery can go away as well.
The fragility in early and mechanical problems in maxed out fights (no defensive warpins) are pretty much the reasons why battery overcharge was introduced as far as I know.

Nono you were right, that’s actually insane. I remember, they were impossible to kill. Even 3 ultras, would beat almost 200/200 bio army… Pros would micro like across whole map and still lose…

Not soon enough, mines used to be invisible by default. Protoss had to open robo, or oracle. Otherwise, he would risk delaying his mining much more!!! Also if you go armory , you are vulnerable to anything, like blink, or 2 base all in etc…

The coclusions are nonsens as well…

Mines used to be invi by default but introduced huge issues in early game situations cause of multiprog harass and bad detector game on toss side, which resulted in them removing it and delaying the timing by making an upgrade out of it.

Right now constant reactor one factory play got buffed and you want to reintroduce the cyclon macro reactor again on top of that.
Changing so much stuff at once and just buffing and buffing there is really really risky and throws stuff completely out of the window, that have been thought through to NOT have this type of stuff in the game anymore.

2 Likes

The only change I could find on supply depots was a health increase from 350 to 400 in patch 1.1.2. So I’m not sure what nerf you are referring to?

Same with mules which only got one change regarding high yield mineral patches to make it consistent. Meaning terran wasn’t punished for using the mules on normal patches.

Battery overcharge was introduced to fix a PvP all-in problem.

Can be a bad buff true, but Terran should get a little thing instead of that.

Why exactly does terran always need more now…?

2 Likes

TvZ is favor Zerg at TOP level.
TvP is slightly favor P.

If i buff Zerg late game, terran should have something to compensate because Terran late game is trash.

:rofl: :rofl: :rofl:
Because they are terrans? They can’t even digest their buffs and we are here again hearing their BS that they need even more buffs.
Giving a drunkard whiskey is not a good strategy for curing the problem…

1 Like

You don’t need to buff Zerg Late-Game. If you want to help Broodlords you Reduce the AA Range of Thor by 1 (a revert).

Yeah game was imbalanced like 7 years, but now it is perfectly balanced… No it did not. TvP was balanced in HOTS and both races could play macro. Even every game was almost tos holding on 3 bases trying to max out. Which was boring. And third was still almost at the same time as terran, or very slightly later. What it did, forced Protoss to have detection, otherwise he could lose so much mining time, than he couldn’t expand as quickly. If anything this balanced game…

I think Battery Overcharge CD can be longer while keeping 50 energy cost just to be the same as other abilities.

I actually disagree with Baneling damage reversion and I think it should actually be even more specialized to something like 15 (+20) vs Light. Baneling still Zerg’s way of throwing money at almost any comp once they have an Eco lead. You can buff their other single-target oriented units if this ends up making them too weak. I personally think Ravager should be reviewed in PvZ at least, but I am not sure how they are in TvZ.

As for Terran, I don’t know. I understasnd that econ wise they are the slowest of the 3 as far as worker production goes, as Mules allow them to remain competitive if not come out ahead in mineral income despite having lower worker count, but they also have the most cost-efficient units unless you throw them away to splash damage or losing a full medivac. Maybe let Planetaries train SCV a little faster?

Reasonable thread so far though, can’t wait to see who breaks it first.

Balance is a subjective thing.
True balance is impossible to achieve.

It just depends how you tackle certain issues.

Mines with instant invisibility in burrow were just too strong cause they work against anything, you can open with them to rush them, it’s really c…ncerous to dig them out in multiprog harassment while they negate every earlygamepush without really risking something until big detectorgame hits.
To not scrap the concept but to not techwall them behind techlabs, they made a performance/mechanic improvement as an upgrade. So an inbetween solution.

Toss is still forced to go detector cause of the terran opening push, mines and cloaked banshees.
Toss in that regard is the most fragile race.
One observer skip or one handfull of lings in your base and it’s over most of the time.

Opening stargate or into T for example is a huge gamble in which you just hope that no cloaked bansheeplay hits the field.